Unfortunatelly, I don’t know how to export Animations to other scales (for example 0.5 scale)

We need to use this, because our animator will not have to do the same animations twice.

I think this is an easy feature and must have feature, because serious developers doesn’t whant to make the same animations more than one time.

Any roadmap or any help for making this task?

Meanwhile, we will test “DragonBones 2.2”, because this util have the export scale setting, but we don’t like this solution because dragonbones is not officially suported and latest version (2.3) doesn’t work with cocos2d

If you have your art assets in a different folder you should be able to just animate using your design resolution assets and rely on cocos2dx’s search path feature to resolve the path to your art for you.

You won’t be able to copy over the export folder directly, but if it’s structured correctly it should work like a charm where you don’t need to animate twice.

I currently have the following structureResources/Art/ipad/girl/girl0.pngResources/Art/ipadhd/girl/girl0.pngResources/girl.ExportJson

in the animation editor I copied over the Resources/Art/ipad/girl folder for creation of the animation. You’ll need to generate the ipadhd assets yourself though.

This is our animation (using a texture plist file with retina graphics and scaled 50 with .setScale(0.5))!https://dl.dropboxusercontent.com/s/q5srccdqfxjh0nv/Captura20de%20pantalla%202013-11-20%2009.37.52.png?dl=1&token_hash=AAG31WVIVYCuu_lgKi2AGDmresz0VsWjbkR6PUQrf8rgDA!

And this is the exported animation from cocoStudio with (0.5 scale flag) using the texture with scale 0.5 (using texturepacker). The ccAnimation doesn’t have a .setScale(0.5), this is the result.

As you can see, there is a problem with bone positions with scale different than 1.

Hey, Jose Antonio Andujar.Did you meen you use the 0.5 scale texture from texturepacker and 0.5 scale .ExportJson?I just choose 0.3 scale and use the origin resource in the Export folder.It works well.Both code is the same.

the scale export format is the same as loading the animation and setScale(0.5) on the animation.

This is not the feature I want it.

I have a graphical artist that is working on animations, taking ipad retina resolution as the primary design resolution. The problem is that we don’t want to load the entire ipad retina animations (png texture) on a low res phone (for example an android with a resolution 640x480). We want it to scale everything (bones + graphics), so the texture is also scaled.

I think that the only solution I have is to write an script that parses the json file, and divide every point by the desired scale and use texture packer for packaging the scale texture.

Yes I know that using scale on cocostudio works fine, the problem is that memory footprint is wasted. Why a user should load a 2048x2048 texture (ipadretina) on an ipad or iphone when it’s better to load a 1024x1024 texture. (scale 50%)

Then there is a bug, because you can see the pirate above, on the second image I have exported the animation with scale 0.5 from the cocostudio and changed the texture used by another with half the size (with texture packer).

It seems lik Bone distances are not working property (using cocos2d-html5 2.2.1)